compared to a normal sized model Numerous types of physical technology are currently used: digital cameras, video cameras, interactive whiteboard tools, document cameras,
electronic media, and LCD projectors. Combinations of these techniques include
blogs,
collaborative software,
ePortfolios, and
virtual classrooms. The current design of this type of application includes the evaluation through tools of cognitive analysis that allow one to identify which elements optimize the use of these platforms.
Audio and video Video technology has included
VHS tapes and
DVDs, as well as
on-demand and
synchronous methods with digital video via
server or web-based options such as streamed video and
webcams.
Videotelephony can connect with speakers and other experts. Interactive digital
video games are being used at K-12 and higher education institutions.
Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.
Webcams and
webcasting have enabled the creation of
virtual classrooms and
virtual learning environments. Webcams are also being used to counter plagiarism and other forms of academic dishonesty that might occur in an e-learning environment.
Computers, tablets, and mobile devices Computers and tablets enable learners and educators to access websites as well as applications. Many mobile devices support
m-learning. Mobile devices such as
clickers and
smartphones can be used for interactive
audience response feedback. Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals. Such devices as
iPads are used for helping disabled (visually impaired or with multiple disabilities) children in communication development as well as in improving physiological activity, according to the stimulation Practice Report. Studies in
pre-school (early learning),
primary and
secondary education have explored how digital devices are used to enable effective learning outcomes, and create systems that can support teachers. Digital technology can improve teaching and learning by motivating students with engaging, interactive, and fun learning environments. These online interactions enable further opportunities to develop
digital literacy,
21st century skills, and
digital citizenship. These devices are part of a
Maker culture that embraces tinkering with electronics and programming to achieve software and hardware solutions. The Maker Culture means there is a huge amount of training and support available.
Collaborative and social learning Group webpages,
blogs,
wikis, and
Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment.
Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs. The National School Boards Association found that 96% of students with online access have used social networking technologies and more than 50% talk online about schoolwork. Social networking encourages collaboration and engagement and can be a motivational tool for
self-efficacy amongst students.
Whiteboards There are three types of whiteboards. The initial
whiteboards, analogous to
blackboards, date from the late 1950s. The term whiteboard is also used metaphorically to refer to virtual whiteboards in which computer software applications simulate whiteboards by allowing writing or drawing. This is a common feature of
groupware for virtual meetings, collaboration, and instant messaging.
Interactive whiteboards allow learners and instructors to write on the touch screen. The screen markup can be on either a blank whiteboard or any computer screen content. Depending on permission settings, this visual learning can be interactive and participatory, including writing and manipulating images on the interactive whiteboard.
Web conferencing software enables students and instructors to communicate with each other via webcam, microphone, and real-time chatting in a group setting. Participants can raise their hands, answer polls, or take tests. Students can whiteboard and screencast when given rights by the instructor, who sets permission levels for text notes, microphone rights, and mouse control. A
virtual classroom provides an opportunity for students to receive direct instruction from a qualified teacher in an interactive environment. Learners can have direct and immediate access to their instructor for instant feedback and direction. The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. Besides, the virtual classroom provides a social learning environment that replicates the traditional "brick and mortar" classroom. In addition to formal virtual classrooms, students may use online platforms such as
StudySoup to access and share class notes and study guides. In
higher education especially, a
virtual learning environment (VLE) is sometimes combined with a
management information system (MIS) to create a
managed learning environment, in which all aspects of a course are handled through a consistent user interface throughout the institution. Physical universities and newer online-only colleges offer to select
academic degrees and certificate programs via the Internet. Some programs require students to attend some
campus classes or orientations, but many are delivered completely online. Several universities offer online student support services, such as online advising and registration, e-counseling, online textbook purchases, student governments, and student newspapers. Due to the
COVID-19 pandemic, many schools have been forced to move online. As of April 2020, an estimated 90% of high-income countries are offering online learning, with only 25% of low-income countries offering the same.
Augmented reality AR technology plays an important role in the future of the classroom where human co-orchestration takes place seamlessly.
Learning management system A
learning management system (LMS) is software used for delivering, tracking, and managing training and education. It tracks data about attendance, time on task, and student progress. Educators can post announcements, grade assignments, check on course activities, and participate in class discussions. Students can submit their work, read and respond to discussion questions, and take quizzes.
Learning content management system A
learning content management system (LCMS) is software for author content (courses, reusable content objects). An LCMS may be solely dedicated to producing and publishing content that is hosted on an LMS, or it can host the content itself. The
Aviation Industry Computer-Based Training Committee (AICC) specification provides support for content that is hosted separately from the LMS.
Computer-aided assessment Computer-aided assessment (
e-assessment) ranges from automated multiple-choice tests to more sophisticated systems. With some systems, feedback can be geared towards a student's specific mistakes, or the computer can navigate the student through a series of questions adapting to what the student appears to have learned or not learned.
Formative assessment sifts out the incorrect answers, and these questions are then explained by the teacher. The learner then practices with slight variations of the sifted-out questions. The learning cycle often concludes with
summative assessment, using a new set of questions that cover the topics previously taught.
Training management system A
training management system or training resource management system is software designed to optimize instructor-led training management. Similar to an
enterprise resource planning (ERP), it is a
back office tool that aims at streamlining every aspect of the training process: planning (training plan and budget forecasting), logistics (scheduling and resource management), financials (cost tracking, profitability), reporting, and sales for-profit training providers.
Other software and hardware •
List of iPads and
Magic Keyboard for iPad •
Comparison of music education software •
Comparison of tablet computers •
Chromebooks •
List of laptops •
GPU workstations •
List of music software •
List of guitar tablature software and
List of piano software •
Comparison of scorewriters •
Digital audio workstations and
music studio •
Electronic drum set and
modern electronic musical instruments •
Graphics tablets and
stylus •
List of 3D modeling software and
List of 3D rendering software •
Lists of mathematical software and
List of open-source software for mathematics •
List of computational writing software •
List of computational art software •
List of online integrated development environments •
Digital textbooks,
e-book software, and
audiobooks •
Comparison of e-readers,
comparison of iOS e-reader software, and
comparison of Android e-reader software ==Standards and ecosystem==